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Old November 11, 2018, 12:00   #61
Nick
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New builds are up on the nightlies page, with the necromancer spell Banish Undead replaced with Tap Unlife, which damages the closest undead monster a little and gives that player back that amount of mana. Thanks to kaypy and Derakon for the idea.
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Old November 12, 2018, 16:49   #62
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Downloading latest build now! Also, I've been playing Druids a bit and really liking them. One suggestion -- how about giving them mushroom ID? I don't think that's a valuable enough buff to make them OP, but it would fit well thematically. Possibly Rangers should have it too. Or it could be something both classes gain with experience?
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Old November 19, 2018, 20:38   #63
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I'm getting a bug in latest master branch where run doesn't work. The prompt "Direction or <click>..." appears and I can just walk around with the prompt still hanging around on the screen. Windows 7, MingW
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Old November 19, 2018, 20:50   #64
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Quote:
Originally Posted by wobbly View Post
I'm getting a bug in latest master branch where run doesn't work. The prompt "Direction or <click>..." appears and I can just walk around with the prompt still hanging around on the screen. Windows 7, MingW
How are you running - with '.', shift-direction, or the mouse?
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Old November 19, 2018, 21:16   #65
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Both shift & . I get the same result. I don't use the mouse
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Old November 21, 2018, 17:41   #66
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I'm also getting the same behavior with the latest pre-compiled nightly: angband-win-4.1.3-215-gfb594ca9b

I think that was before the latest changes?
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Old November 27, 2018, 06:16   #67
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Quote:
Originally Posted by wobbly View Post
I'm also getting the same behavior with the latest pre-compiled nightly: angband-win-4.1.3-215-gfb594ca9b

I think that was before the latest changes?
I just updated, getting the same with Angband-osx-4.1.3-215-gfb594ca.dmg. reverted to previous version Angband-osx-4.1.3-211-g7f492e5.dmg and "." direction running works again.
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Old November 27, 2018, 08:18   #68
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OK, I have a guess for which commit introduced this, but haven't worked out why yet.
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Old December 3, 2018, 23:39   #69
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Nick,

A few comments on a recently played-through a Druid. I'm sorry these may sound negative, but the truth is that I found this Druid less fun than in an earlier version of yours.

1. The early game is tough, and the Druid is rather fragile. Poor melee, poor casting, poor spell damage and no form of object detection for usefully sneaking around. Before being nerfed, Fox Form made the Druid into a good warrior, but that's no longer the case.

2. I haven't found the Druedain form useful. Yes, it worked well on a bunch of ologs, but by the time you get it these guys aren't an obstacle anyway. I think it would be far more useful if it appeared at character level 10 (with a lower damage reduction, say clv/2) - it would then make it possible to take on orcs and trolls at the cost of low speed.

3. Bear Form comes way way too late, and isn't powerful enough. By the time I got it I was fighting Ungoliant, so couldn't have a real melee druid for most of the game. I was still hoping to melee fight Morgoth, but found that I would only have about 300 damage output plus the disadvantage of difficult healing. The Con bonus is an optical illusion, since after switching to a bear you cannot heal up to full and, like the problem with the previous necromancer, you cannot rely on the Con bonus as at some point you'll need to switch back out. I would suggest putting Bear Form at level 20 or 30 (if Druedain is at 10) and giving it +2 attack speed instead of some of the other bonuses. The reason for the attacks instead of straight damage is my experience with the pre-nerfed fox: it encourages the player to use heavy weapons (high dice, low number of attacks) instead of the traditional ones (low dice, high number of attacks), which adds variety to the game.

4. Eagle Form again comes a bit too late. By that stage the druid already has the Haste spell (assuming spellbook found), some stealth and standard methods of escape (Teleport/TO). Might be better around character level 20 for general exploration, or 30 for early vault looting.

5. It would be really nice if one could pick up objects without shifting out and back in to an animal form. It gets a little frustrating.

6. The fox has become a bit too weak. Maybe a higher stealth bonus would make it ok, if you don't want to give it physical power.

7. As an animal loving and vegetarian druid, it feels thematically wrong to go around killing cute fluffy creatures, like cats, jackals, wolves, bears, tigers, oliphaunts and, um, hounds. Maybe give the druid a politically-correctly-named spell that would mass banish these creatures?


Also, a bug that I thought had already been fixed:

On a randart: "When activated, it teleports you randomly about 606f the largest distance you could go."
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Old December 4, 2018, 05:09   #70
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Having also recently completed a druid run through, I'll add my comments:
For most of the game fox form was my highest damage option, even in its current weaker form. Sometimes bear form was better, but there was rarely much in it.
Dr˙edain form was only rarely useful - taking out drolems for the experience - green dragon pits, large poison breathers.
Eagle form was mostly useful for late game exploring as it avoids traps.

Started playing as a fragile rogue, but mostly as a stealth warrior.

For me, Wild Forces was the most disappointing book.
I haven't tried a necromancer for a while, but mages have a much better damage output and positioning, and priests have similar damage output and great defense.
There are lots of good crowd control spells, but that isn't the issue by the time you have the book and the spells.
While Meteor swarm/Rift should be a good combination, but by then melee is usually preferable.
If you got it earlier it might be more useful.
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